using Terraria; 
using Terraria.WorldBuilding;

public class WorldGenVarsTest
{
	void Use(object o) { }

	void Method() {
		Use(GenVars.configuration);
		Use(GenVars.structures);
		Use(GenVars.copper);
		Use(GenVars.iron);
		Use(GenVars.silver);
		Use(GenVars.gold);
		Use(GenVars.copperBar);
		Use(GenVars.ironBar);
		Use(GenVars.silverBar);
		Use(GenVars.goldBar);
		Use(GenVars.mossTile);
		Use(GenVars.mossWall);
		Use(GenVars.lavaLine);
		Use(GenVars.waterLine);
		Use(GenVars.worldSurfaceLow);
		Use(GenVars.worldSurface);
		Use(GenVars.worldSurfaceHigh);
		Use(GenVars.rockLayerLow);
		Use(GenVars.rockLayer);
		Use(GenVars.rockLayerHigh);
		Use(GenVars.snowTop);
		Use(GenVars.snowBottom);
		Use(GenVars.snowOriginLeft);
		Use(GenVars.snowOriginRight);
		Use(GenVars.snowMinX);
		Use(GenVars.snowMaxX);
		Use(GenVars.leftBeachEnd);
		Use(GenVars.rightBeachStart);
		Use(GenVars.beachBordersWidth);
		Use(GenVars.beachSandRandomCenter);
		Use(GenVars.beachSandRandomWidthRange);
		Use(GenVars.beachSandDungeonExtraWidth);
		Use(GenVars.beachSandJungleExtraWidth);
		Use(GenVars.shellStartXLeft);
		Use(GenVars.shellStartYLeft);
		Use(GenVars.shellStartXRight);
		Use(GenVars.shellStartYRight);
		Use(GenVars.oceanWaterStartRandomMin);
		Use(GenVars.oceanWaterStartRandomMax);
		Use(GenVars.oceanWaterForcedJungleLength);
		Use(GenVars.evilBiomeBeachAvoidance);
		Use(GenVars.evilBiomeAvoidanceMidFixer);
		Use(GenVars.lakesBeachAvoidance);
		Use(GenVars.smallHolesBeachAvoidance);
		Use(GenVars.surfaceCavesBeachAvoidance2);
		Use(GenVars.maxOceanCaveTreasure);
		Use(GenVars.numOceanCaveTreasure);
		Use(GenVars.oceanCaveTreasure);
		Use(GenVars.skipDesertTileCheck);
		Use(GenVars.UndergroundDesertLocation);
		Use(GenVars.UndergroundDesertHiveLocation);
		Use(GenVars.desertHiveHigh);
		Use(GenVars.desertHiveLow);
		Use(GenVars.desertHiveLeft);
		Use(GenVars.desertHiveRight);
		Use(GenVars.numLarva);
		Use(GenVars.larvaY);
		Use(GenVars.larvaX);
		Use(GenVars.numPyr);
		Use(GenVars.PyrX);
		Use(GenVars.PyrY);
		Use(GenVars.jungleOriginX);
		Use(GenVars.jungleMinX);
		Use(GenVars.jungleMaxX);
		Use(GenVars.JungleX);
		Use(GenVars.jungleHut);
		Use(GenVars.mudWall);
		Use(GenVars.JungleItemCount);
		Use(GenVars.JChestX);
		Use(GenVars.JChestY);
		Use(GenVars.numJChests);
		Use(GenVars.tLeft);
		Use(GenVars.tRight);
		Use(GenVars.tTop);
		Use(GenVars.tBottom);
		Use(GenVars.tRooms);
		Use(GenVars.lAltarX);
		Use(GenVars.lAltarY);
		Use(GenVars.dungeonSide);
		Use(GenVars.dungeonLocation);
		Use(GenVars.dungeonLake);
		Use(GenVars.crackedType);
		Use(GenVars.dungeonX);
		Use(GenVars.dungeonY);
		Use(GenVars.lastDungeonHall);
		Use(GenVars.maxDRooms);
		Use(GenVars.numDRooms);
		Use(GenVars.dRoomX);
		Use(GenVars.dRoomY);
		Use(GenVars.dRoomSize);
		Use(GenVars.dRoomTreasure);
		Use(GenVars.dRoomL);
		Use(GenVars.dRoomR);
		Use(GenVars.dRoomT);
		Use(GenVars.dRoomB);
		Use(GenVars.numDDoors);
		Use(GenVars.DDoorX);
		Use(GenVars.DDoorY);
		Use(GenVars.DDoorPos);
		Use(GenVars.numDungeonPlatforms);
		Use(GenVars.dungeonPlatformX);
		Use(GenVars.dungeonPlatformY);
		Use(GenVars.dEnteranceX);
		Use(GenVars.dSurface);
		Use(GenVars.dxStrength1);
		Use(GenVars.dyStrength1);
		Use(GenVars.dxStrength2);
		Use(GenVars.dyStrength2);
		Use(GenVars.dMinX);
		Use(GenVars.dMaxX);
		Use(GenVars.dMinY);
		Use(GenVars.dMaxY);
		Use(GenVars.skyLakes);
		Use(GenVars.generatedShadowKey);
		Use(GenVars.numIslandHouses);
		Use(GenVars.skyIslandHouseCount);
		Use(GenVars.skyLake);
		Use(GenVars.floatingIslandHouseX);
		Use(GenVars.floatingIslandHouseY);
		Use(GenVars.floatingIslandStyle);
		Use(GenVars.numMCaves);
		Use(GenVars.mCaveX);
		Use(GenVars.mCaveY);
		Use(GenVars.maxTunnels);
		Use(GenVars.numTunnels);
		Use(GenVars.tunnelX);
		Use(GenVars.maxOrePatch);
		Use(GenVars.numOrePatch);
		Use(GenVars.orePatchX);
		Use(GenVars.maxMushroomBiomes);
		Use(GenVars.numMushroomBiomes);
		Use(GenVars.mushroomBiomesPosition);
		Use(GenVars.logX);
		Use(GenVars.logY);
		Use(GenVars.maxLakes);
		Use(GenVars.numLakes);
		Use(GenVars.LakeX);
		Use(GenVars.maxOasis);
		Use(GenVars.numOasis);
		Use(GenVars.oasisPosition);
		Use(GenVars.oasisWidth);
		Use(GenVars.oasisHeight);
		Use(GenVars.hellChest);
		Use(GenVars.hellChestItem);
		Use(GenVars.statueList);
		Use(GenVars.StatuesWithTraps);
	}
}